Let There Be (Unified) Light! Unified Lighting Enters Studio Beta

Unsure if anyone has posted about this, or if there even is a setting that exists to alleviate this, but this is genuinely absurd.

Is there a reason that soft lighting just generally fails to interact with a texture’s normal map? This is with PrioritiseLightingQuality ticked on.

This is how our canyon terrain texture used to look before this rollout utilising Shadowmap technology.

We go from canyon to play-dough. This new unified lighting very clearly fails to mimic the former technologies that were mentioned in the original post, and I look forward to seeing the improvements made upon this, seeing as it is only in Beta.

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